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How politics actually work [updated]

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6 years ago
Oct 5, 2018, 2:50:18 PM

It creates an RNG related system especially on newly colonized systems with one population unit. This should not be the case as the highest represented political party should be represented first and fairly, not left the the devices of an RNG roll. I can understand for every other political leaning that is not in the majority lead, that is where the cross representation should come in and other Political parties can coordinate to push another above the threshhold. However, as dictated above even if calculated the other political parties combined do not represent more %'age than the current leading party RNG can push that party into representation despite how the %'age of votes are displayed to the end user.

What seems Logical is that a System of 10 Population:

40% Militarist
20% Pacifist
20% Industrialist
10% Ecologist

10% Religious

Should Return:
4 Militarist Representitives First and Foremost
The remaining Representitives Should Follow the Rules Set Forth and either Lobby together as their Traits dictate and Push one of the 2 Secondary Parties above the Threshhold, or Stalemate according to their traits.

Another Example: 


40% Militarist
20% Religious
10% Industrialist
10% Ecologist
10% Scientific

10% Pacifist


Should Return:


4 Militarist Representitives First and Foremost
The remaining Representitives Should Follow the Rules Set Forth and either Lobby together as their Traits dictate and Push the 1 Secondary Party as lobbied by the lesser political leaning traits. (i.e. The 10% Scientific would not Boost Relgious because of conflics in their political beliefs)

________________


For Democracies they should be represented according to their %'age without RNG and rounded up or down as dictated by the Population total. The final Senate Vote regarding the 3 available senate seats should be focused, instead of the TOP 2 (for Republic/Federation). That means that Any lesser 3rd/4th/5th and 6th place political parties representatives should lobby into a 3rd Political Party dictated by their Political relationships. i.e. In the second example above as a democracy the representatives would be:

4 Militarist
2 Religious
1 Industrialist

1 Ecologist

1 Scientific

1 Pacifist

in the Final vote, using the system above we would have two guaranteed Senators

(1) Militarist
(1) Religious
The third senator slot would be lobbied together with the remaining political parties representatives. Pacifist obviously wouldn't vote for Militarist the same Scientist would not for Religious. So using the weight of each remaining political parties leaning towards another we could deduce who could be the 3rd senator of the tied 4 remaining parties, in the event of a stalemate obviously RNG would be the final call.

 

Updated 6 years ago.
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6 years ago
Oct 5, 2018, 3:14:37 PM

What seems Logical is that a System of 10 Population:

40% Militarist
20% Pacifist
20% Industrialist
10% Ecologist

Should Return:
4 Militarist Representitives First and Foremost

And it will I guess? Because each time a militarist is not picked the chance for it being picked next increases? And that is on top of an already big chance. MonAmiral stated that. However it'd be great to know the exact value of that growth. Because mb if this growth is significant enough then 40% Militarist will result into 4 militarist representatives 90% of the time, with 10% chance of unexpected result which makes the whole thing more interesting. But if the growth is insignificant and those 40% become 4 representatives only 50% of the time, then yeah, I can agree with you.

Updated 6 years ago.
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6 years ago
Oct 5, 2018, 3:19:26 PM

What I inturpreted from his post was that it was a dice roll for the representative, that means to me that in the above quote

_

40% Militarist
20% Pacifist
20% Industrialist
10% Ecologist
_

A dice roll has 40% chance of picking Militarist first, but then what it the chance it's picked second? And at what weight? Is it simply One Representitive? How many representives are picked for each Government? Whats the exact growth %'age if a representative isn't picked? Is it based off of it's starting percentage? There are just so many questions not answered or provided and the systems just seem like they are leggos tossed about the ground with no visual system for the end user to understand properly.

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6 years ago
Oct 5, 2018, 3:23:13 PM

There is such problem, but judging from my experience of 500+ hours in ES2 I can tell that you usually get what you boost consistently. The most inconsistent part is first 40 turns when you don't have much population (which determines the amount of representatives) and this spicy randomness has the most impact.

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6 years ago
Oct 5, 2018, 3:30:15 PM

Yeah and it's that randomness I do not agree with because a strategic and smart player (President, Prime Minister) should be able to have a tangible hold on how he/she manipulates his systems for the greatest outcome. The first 40 turns could be the greatest boost, or the slowest start to your campaign (especially in multiplayer) depending on how you are able to control your first election @ turn 20. Which brought my interest about in my Custom Factions post where the representatives of the population aren't actually the representatives of the population but instead the Representative of your Main Faction Population and 1 representative of its direct counter part regardless of minor faction population presence or not. Which absolutely screws your first 20 turns without an anticipated law or senator.

Link: 

https://www.games2gether.com/endless-space-2/forums/114-bug-reports/threads/32037-custom-faction-starting-representatives-are-misrepresented


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6 years ago
Oct 5, 2018, 3:35:58 PM

I actually like it. It's thematic that strategies that hinge critically on political developments are risky.  And that's okay; not every strategy needs to be (or should be) a sure thing.

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6 years ago
Oct 5, 2018, 3:44:22 PM

I like the way how it is right now as well. It brings some sense of realism into the game, because even within democracy some part of nation doesn't agree with the political vector of the government. And people's opinions can change every moment, therefore there must be some inconsistency upon elections.

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6 years ago
Oct 5, 2018, 3:48:05 PM

This thing you are talking about ItsAHoax resembles some kind of min-maxing. I understand that you want to have some laws available earlier, but what is the interest if it happens consistently? Imo ES2 is not THAT strategic in its core, it is more about roleplaying and having fun. And for those who like it in another way there are always mods. I mean the game where quests grant you random technologies and where some crazy -20/+20 empire approval events can trigger can't be taken that seriously. It is not a politics simulator after all.

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6 years ago
Oct 5, 2018, 3:52:48 PM

It's a x4 Stragegy game, it is absolutely strategic at it's core. If the system of Politics is in the game and plays a role in the outcome of the game it absolutely should be able to be tangible in nature and not left to the devices of a dice roll. If you are all about the role play then politics should also be importantly tangible to you as well. As a true roleplay would encompass the political system as well. As a reminder the random (RNG) events can be turned off, however the RNG of politics cannot. 

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6 years ago
Oct 5, 2018, 4:01:10 PM

While strategy is at ES2's core so is RNG.
One of the biggest factors affecting how a game will go is the galaxy generation and your starting position both of which are RNG.

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6 years ago
Oct 5, 2018, 4:05:08 PM

That however is not a mechanic you are expected to manage throughout the game, where as politics is. Trying to justify it doesn't change the fact that it is more inconsistent than more features in the game. It seemingly lacks structure, where Galaxies still have a structure pattern - Constellations, Star Systems, Sun Types and expected planets (which for the most part are consistent). Politics does not and there still, as expressed above, is no real rational explination on the Wikis, the websites or in the out dated game guides. It shows a lapse in the structure of the game, especially when trying to attract and keep new players. 

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6 years ago
Oct 5, 2018, 4:22:49 PM

I hate games where you can calculate everything. I hate games where anything is RNG. In the end you do influence the politics by your actions and it has the effect you aim for. Good design decision thic case from my point of view. Else I don't need to play a game. I can make calculation about... No offense, not to be misunderstood.

Updated 6 years ago.
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6 years ago
Oct 11, 2018, 11:58:40 AM

Well, this is too embarassing. Was trying to record a video/guide on that specific strategy of mine and it FAILED in the end because of that rng system (I guess?) ...

Here is a political opinion for Ukdah.


Here is a political opinion for Trappist-1.


???


?????????????????????????????????????!


...


The game before I had much lower Ecologists support, it was actually 1% lower than scientists and ECOLOGISTS WOOOON!!! I changed my opinion and think that this politics system needs a revisit from devs. That is the kind of an rng that frustrates me. The rng should be controlable - like getting ecolosists as your leading party 100% but having some unpleasant representatives from other parties because of some randomness. Not this kind of RNG, sacrifice a lot for achieveing your goals and don't achieve them because of the rng.

Updated 6 years ago.
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6 years ago
Oct 11, 2018, 4:32:03 PM
Groo wrote:

I hate games where you can calculate everything. I hate games where anything is RNG. In the end you do influence the politics by your actions and it has the effect you aim for. Good design decision thic case from my point of view. Else I don't need to play a game. I can make calculation about... No offense, not to be misunderstood.

I agree completely with this.

Imho, the elections work well... like in real life, they are predictable to a point, then there is some randomness thrown in.  The results are mostly quite convincing.  Occassionally, of course, you get a freak result - just like in real life.

So, I am happy as they are.

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6 years ago
Oct 11, 2018, 9:54:43 PM
The_Quasar wrote:
Groo wrote:

I hate games where you can calculate everything. I hate games where anything is RNG. In the end you do influence the politics by your actions and it has the effect you aim for. Good design decision thic case from my point of view. Else I don't need to play a game. I can make calculation about... No offense, not to be misunderstood.

I agree completely with this.

Imho, the elections work well... like in real life, they are predictable to a point, then there is some randomness thrown in.  The results are mostly quite convincing.  Occassionally, of course, you get a freak result - just like in real life.

So, I am happy as they are.

3 times out of 7 is not occasionaly. 54% is an enormous support in opposition to other parties which have 8-19% each. Wth did you mean with "in real life". Tell me one time a president or a party with 49% of votes won the one with 51%. That is dumb.. I like randomness but it shouldn't make the player feel completely unrewarded for a ton of work done, again. So you won't be frustrated if you are going with an interesting strategy, get those numbers to be on your side and then get all completely ruined for no good reason? Yeeeah, ofc..

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6 years ago
Oct 23, 2018, 8:52:57 AM

The US President has always been elected without the Popular Vote because the Popular Vote does not dictate a singular thing. That was a comment that didn't add anything to this discussion. 

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